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New Beta Version - May 5th (5/5)

Discussion in 'Community Patch Project' started by Gazebo, May 5, 2021.

  1. Solic

    Solic Warlord

    Joined:
    Jul 20, 2020
    Messages:
    105
    Gender:
    Male
    I like the heuristic that older buildings get build over newer buildings, but perhaps that'd be difficult to code? Not sure if it'd be any more difficult then only building pre-industrial stuff, since that is also a temporal split.

    pre industrial era -> processes

    would rather have ancient era -> classical era -> up to something like modern and then processes.

    This ensures that defensive buildings like walls get build relatively quickly and you also don't waste like 25 turns on a stock exchange before you've build a well.
     
  2. Thibix Magnus

    Thibix Magnus Warlord

    Joined:
    May 19, 2019
    Messages:
    113
    I found the combat AI surprisingly bad at naval warfare. I don't know if it is this patch, or because I went back from immortal to emperor. But I had a line of ironclads, and out of the fog the enemy piled 10 frigates right in front of them (all adjacent tiles) without attacking. A very fun massacre but I remember the AI being much much better even at emperor... I can report if it smells like bug.
     
  3. azum4roll

    azum4roll Emperor

    Joined:
    Jul 17, 2018
    Messages:
    1,602
    Gender:
    Male
    They can't see your ships, and they happened to just run out of moves?
     
  4. BornDownUnder

    BornDownUnder Chieftain

    Joined:
    Feb 4, 2018
    Messages:
    37
    Gender:
    Male
    Location:
    Australia
    That reminds me of one game where I was in an early war with Persia, marching my units to bombard their capital, Persia had a settler and two other units end their turn right next my units. They were fleeing a barbarian invasion from the opposing flank which I discovered afterwards, with 3 encampments nearby. The whole time I was wondering why it was so easy to steamroll them, until the barbarians came for the sacked capital 10 turns later..
     
  5. Stalker0

    Stalker0 Baller Magnus

    Joined:
    Dec 31, 2005
    Messages:
    8,236
    So I'm playing with Tech Trades at the moment, as with the new spy system I am finding it quite difficult to catch up in techs without the trades.

    Its funny how it really changes the value of gold. We often like to say gold is worth half a science or even less. However, the way tech trades are valued right now, I often get 2-3 science per gold. I could actually say gold is my most important yield at the moment.
     
  6. youngsteve

    youngsteve Prince

    Joined:
    Sep 10, 2007
    Messages:
    366
    Gender:
    Male
    Location:
    England
    Surely, after the first Frigate found itself next to an armada the rest would have stayed back.
     
  7. pineappledan

    pineappledan Deity

    Joined:
    Aug 9, 2017
    Messages:
    6,284
    Gender:
    Male
    Location:
    Alberta, Canada
  8. DizzKneeLand33

    DizzKneeLand33 Fall from Heaven 2 still rocks

    Joined:
    Oct 14, 2004
    Messages:
    518
    Location:
    Kansas City
    I think I read somewhere that AI units on Immortal get +1 vision from those on Emperor. I don't like combat bonuses (I wish that there was like a demigod level that had all of the bonuses of immortal except those), so I moved back to Emperor because of things like this.

    But in your case, this might be why you feel a difference?
     
  9. Recursive

    Recursive Covets Lands That You Currently Own Moderator

    Joined:
    Dec 19, 2017
    Messages:
    2,511
    Gender:
    Male
    You can remove the combat bonuses in DifficultyMod.xml.
     
    vyyt and DizzKneeLand33 like this.
  10. James Ryle

    James Ryle Chieftain

    Joined:
    Feb 17, 2018
    Messages:
    60
    Gender:
    Male
    Location:
    La Herradura, Spain
    The Celtic UB, the Ceilidh Hall bonus is not updated. It’s an upgraded Circus but still gives a Culture bonus when built not the new Tourism bonus.

    Also, I had a silly few moments when I was frantically searching for my free Great Admiral points in the city screen after I built the hall. It’s not in the city screen, where is it...?! Oh crap yeah. It’s in the military overview.... hmmm gotta get out more and clear the head :)
     
  11. pineappledan

    pineappledan Deity

    Joined:
    Aug 9, 2017
    Messages:
    6,284
    Gender:
    Male
    Location:
    Alberta, Canada
  12. Jarru

    Jarru Chieftain

    Joined:
    Mar 10, 2006
    Messages:
    55
    CTD
    T234

    Spoiler Database.log :

    [12819.968] columns StrategicViewType, TileType are not unique
    [12819.968] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
    [12820.984] no such table: ContentPackage.LocalizedText
    [12820.984] no such table: ContentPackage.LocalizedText
    [12820.984] no such table: ContentPackage.LocalizedText
    [12821.750] no such table: ContentPackage.LocalizedText
    [12822.875] columns StrategicViewType, TileType are not unique
    [12822.875] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
    [12823.453] no such table: ContentPackage.LocalizedText
    [12823.453] no such table: ContentPackage.LocalizedText
    [12823.453] no such table: ContentPackage.LocalizedText
    [12826.812] Validating Foreign Key Constraints...
    [12826.812] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [12826.812] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [12826.812] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [12826.812] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [12826.812] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [12826.812] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [12826.812] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [12826.812] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [12826.812] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [12828.640] Failed Validation.
    [12829.000]
    -- SQLite Memory Statistics --
    Memory Usage:
    [Cur] [Max]
    Malloc: 6226760 75789128
    PageCache: 6 12
    LookAside: 0 0
    Scratch: 0 1
    Static Buffer Overflows:
    [TooLarge] [NoSpace]
    PageCache: 5811792 62884248
    Scratch: 0 0
    Largest Allocations:
    Malloc: 262144
    PageCache: 1172
    Scratch: 6640
    Prepared Statements:
    Current: 6
    ------------------------------
    [12829.031] Validating Foreign Key Constraints...
    [12829.031] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [12829.031] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [12829.031] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [12829.031] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [12829.031] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [12829.031] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [12829.031] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [12829.031] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [12829.031] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [12830.859] Failed Validation.
    [12831.218]
    -- SQLite Memory Statistics --
    Memory Usage:
    [Cur] [Max]
    Malloc: 6227936 75789128
    PageCache: 6 12
    LookAside: 0 0
    Scratch: 0 1
    Static Buffer Overflows:
    [TooLarge] [NoSpace]
    PageCache: 5812968 62884248
    Scratch: 0 0
    Largest Allocations:
    Malloc: 262144
    PageCache: 1172
    Scratch: 6640
    Prepared Statements:
    Current: 6
    ------------------------------
    [12848.093] Validating Foreign Key Constraints...
    [12851.265] Passed Validation.
    [12852.343]
    -- SQLite Memory Statistics --
    Memory Usage:
    [Cur] [Max]
    Malloc: 9626480 75789128
    PageCache: 8 14
    LookAside: 0 0
    Scratch: 0 1
    Static Buffer Overflows:
    [TooLarge] [NoSpace]
    PageCache: 8828232 62884248
    Scratch: 0 0
    Largest Allocations:
    Malloc: 262144
    PageCache: 1172
    Scratch: 6640
    Prepared Statements:
    Current: 18
    ------------------------------
    [12852.421] Validating Foreign Key Constraints...
    [12855.609] Passed Validation.
    [12856.687]
    -- SQLite Memory Statistics --
    Memory Usage:
    [Cur] [Max]
    Malloc: 9626480 75789128
    PageCache: 8 14
    LookAside: 0 0
    Scratch: 0 1
    Static Buffer Overflows:
    [TooLarge] [NoSpace]
    PageCache: 8828232 62884248
    Scratch: 0 0
    Largest Allocations:
    Malloc: 262144
    PageCache: 1172
    Scratch: 6640
    Prepared Statements:
    Current: 18
    ------------------------------



    Spoiler Lua.log :

    [12810.093] Initializing Lua 5.1.4
    [12840.953] InstalledPanel: Refreshing Mods
    [12840.953] InstalledPanel: GetModBrowserListings()
    [12840.953] InstalledPanel: Refreshing Mods
    [12840.953] InstalledPanel: GetModBrowserListings()
    [12843.234] InstalledPanel: Refreshing Mods
    [12843.234] InstalledPanel: GetModBrowserListings()
    [12845.312] InstalledPanel: Refreshing Mods
    [12845.312] InstalledPanel: GetModBrowserListings()
    [12884.312] LoadScreen: GameInfo.PolicyBranchTypes[-1] is undefined
    [12887.859] CivilopediaScreen: This is the modded CivilopediaScreen.lua from 'CBP'
    [12887.859] EUI_context: ==================================================================================================
    [12887.859] EUI_context: EUI CONTEXT LuaContext: 1F95B610
    [12887.859] EUI_context: ==================================================================================================
    [12887.875] EUI_context: Active DLC: 293C1EE3-1176-44F6-AC1F-59663826DE74 Genghis Khan's Mongolia
    [12887.875] EUI_context: Active DLC: B685D5DE-7CCA-4E75-81B4-2F60754E6330 Isabella's Spain and Pachacuti's Incan Empire
    [12887.875] EUI_context: Active DLC: ECF7C605-BA11-4CAC-8D80-D71306AAC471 Kamehameha's Polynesian Empire
    [12887.875] EUI_context: Active DLC: B3030D39-C0D8-4BC7-91B1-7AD1CAF585AB Harald Bluetooth's Denmark
    [12887.875] EUI_context: Active DLC: 112C22B2-5308-42B6-B734-171CCAB3037B Sejong The Great's Korea
    [12887.875] EUI_context: Active DLC: BBB0D085-A0B1-4475-B007-3E549CF3ADC3 Wonders of the Ancient World
    [12887.875] EUI_context: Active DLC: EA67AED5-5859-4875-BF3A-360FE9E55D1B Conquest of the New World Deluxe
    [12887.875] EUI_context: Active DLC: 7459BA32-5764-44AE-8E95-01AD0E0EFD48 Nebuchadnezzar's Babylon
    [12887.875] EUI_context: Active DLC: 3F49DF54-68B6-44D1-A930-A168628FAA59 Explorers Map Pack
    [12887.875] EUI_context: Active DLC: 46EAEFFC-7B1D-443D-BFC8-F825DFEFB094 Scrambled Continents Map Pack
    [12887.875] EUI_context: Active DLC: 4255F5F7-D3AB-4E55-ACEE-4670082040ED Scrambled Nations Map Pack
    [12887.875] EUI_context: Active DLC: 0E3751A1-F840-4E1B-9706-519BF484E59D Gods & Kings Expansion Pack
    [12887.875] EUI_context: Active DLC: 6DA07636-4123-4018-B643-6575B4EC336B Brave New World Expansion Pack
    [12887.875] EUI_context: Active DLC: 8871E748-29A4-4910-8C57-8C99E32D0167 Upgrade Data 1
    [12887.875] EUI_context: Disabled: CBE91AF6-0683-4326-BC77-58BB489E509F Tablet Data 1
    [12887.875] EUI_context: Active MOD: d1b6328c-ff44-4b0d-aad7-c657f83610cd (1) Community Patch Version 94
    [12887.875] EUI_context: Active MOD: 8411a7a8-dad3-4622-a18e-fcc18324c799 (2) Community Balance Overhaul Version 13
    [12887.875] EUI_context: Active MOD: eead0050-1e3f-4178-a91f-26cf1881ac39 (3) City-State Diplomacy Mod for CBP Version 28
    [12887.875] EUI_context: Active MOD: c7bf7064-d1b1-4708-9e93-7a1560868582 (4) C4DF - CBP Version 11
    [12887.875] EUI_context: Active MOD: be2d13ee-d18d-410e-8f04-7cd19cd99a98 (5) More Luxuries - CBO Edition (5-14b) Version 155
    [12887.875] EUI_context: Active MOD: 24923240-e4fb-4bf6-8f0e-6e5b6cf4d3c2 (6a) Community Balance Overhaul - Compatibility Files (EUI) Version 1
    [12887.875] EUI_context: Active MOD: 0f1eab20-b84e-4277-a3cc-f772b952be54 (7a) Promotion Icons for VP Version 3
    [12887.875] EUI_context: Active MOD: 1f0a153b-26ae-4496-a2c0-a106d9b43c95 (7b) UI - Promotion Tree for VP Version 22
    [12887.875] EUI_context: Active MOD: 420f5ed1-b43c-4ba5-a5f0-d463c4cda72e Faster Aircraft Animations Version 3
    [12887.875] EUI_context: Active MOD: 17498aae-f116-4961-83cf-2fc270dc56dc Promotion Flags EUI (for VP) Version 3
    [12887.875] EUI_context: Active MOD: 0410e638-98da-4d02-930a-daf4c3a120ef Quick Turns Version 10
    [12887.875] EUI_context: Active MOD: f30c5651-8fce-44c8-abe6-4bc9bd582098 UI - Filters in Trade Route Overview (Vox Populi) Version 1
    [12887.875] EUI_context: Active MOD: 6df65e6b-6aa4-4da2-a7fd-084d0e9c84c1 UI - Improved City View (Vox Populi EUI) Version 11
    [12887.875] EUI_context: Active MOD: 96b31a10-8777-442f-9e6b-0f8fa969b86f UI - Map Pins Version 17
    [12887.875] EUI_context: Active MOD: 1c475529-d173-475f-baef-3f56766a3ffc UI - Notify Exit Resistance Version 1
    [12887.875] EUI_context: Active MOD: dab4ce8a-73a5-4beb-81c1-808e4baf45a8 UI - Small Resource Icons Version 4
    [12887.875] EUI_context: ==================================================================================================
    [12888.015] CivilopediaScreen: SetSelectedCategory(12)
    [12888.015] CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
    [12888.031] CivilopediaScreen: SetSelectedCategory(1)
    [12888.031] CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
    [12888.046] ResourceIconManager: This is the modded ResourceTooltipGenerator from CBP
    [12888.046] UnitFlagManager: This is the modified EUI 2.0 UnitFlagManager from 'Promotion Flags EUI for VP'
    [12888.062] MiniMapPanel: This is the modded MiniMapPanel from 'UI - Overlay Antiquities'
    [12888.062] OverlayAntiquities_MiniMapOverlayHook: Adding Antiquities to group other
    [12888.078] CityList: This is the modded CityList from CBP
    [12888.078] MapPinsList: This is the 'UI - Map Pins (List)' mod script.
    [12888.109] InfoCorner: This is the modded InfoCorner from the 'UI - Map Pins' mod
    [12888.125] SimpleDiploTrade: This is the modded TradeLogic from CBP- C4DF
    [12888.156] EnemyUnitPanel: This is the modded EnemyUnitPanel from CBP
    [12888.171] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion2\Tutorial\Lua\TutorialInclude_Expansion2.lua
    [12888.171] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion\Tutorial\lua\TutorialInclude_Expansion1.lua
    [12888.187] CityView: Loading CityView.lua from 'UI - Improved City View (Vox Populi with EUI)' version 11.0
    [12888.203] StagingRoom: ShowHideHandler Hide: true Init: true
    [12888.218] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
    [12888.218] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
    [12888.218] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
    [12888.218] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarPlunderTradeRoutePopup.lua
    [12888.218] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
    [12888.218] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
    [12888.218] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\NetworkKickedPopup.lua
    [12888.218] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\CityPlotManagementPopup.lua
    [12888.218] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCommandPopup.lua
    [12888.218] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivEnterTerritoryPopup.lua
    [12888.218] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\LiberateMinorPopup.lua
    [12888.218] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ReturnCivilianPopup.lua
    [12888.218] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\AnnexCityPopup.lua
    [12888.218] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
    [12888.218] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\BarbarianRansomPopup.lua
    [12888.218] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmGiftPopup.lua
    [12888.218] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCityTaskPopup.lua
    [12888.218] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
    [12888.218] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
    [12888.218] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmPolicyBranchPopup.lua
    [12888.218] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivGoldPopup.lua
    [12888.234] DeclareWarPopup: This is the modded DeclareWarPopup from CBP - C4DF
    [12888.234] SocialPolicyPopup: This is the modded SocialPolicyPopup from CBP
    [12888.281] CityStateDiploPopup: This is the modded CityStateStatusHelper from EUI - CBP- CSD
    [12888.296] EconomicGeneralInfo: This is the modded EconomicGeneralInfo from CBP
    [12888.296] EconomicGeneralInfo: Total Units - 81
    [12888.296] EconomicGeneralInfo: Maint Free Units - 6
    [12888.296] EconomicGeneralInfo: Paid Units - 75
    [12888.312] EconomicGeneralInfo: Total Units - 81
    [12888.312] EconomicGeneralInfo: Maint Free Units - 6
    [12888.312] EconomicGeneralInfo: Paid Units - 75
    [12888.328] DiploCurrentDeals: This is the modded TradeLogic from CBP- C4DF
    [12888.343] DiploRelationships: This is the modded CityStateStatusHelper from EUI - CBP- CSD
    [12888.406] VictoryProgress: Loading VictoryProgress.lua from Vox Populi
    [12888.421] VictoryProgress: OK loaded VictoryProgress.lua from Vox Populi
    [12888.421] ChoosePantheonPopup: 60
    [12888.421] ChoosePantheonPopup: 963
    [12888.421] ChoosePantheonPopup: 1023
    [12888.437] EspionageOverview: This is the modded EspionageOverview from CBP
    [12888.437] EspionageOverview: This is the modded CityStateStatusHelper from EUI - CBP- CSD
    [12888.437] EspionageOverview: Refreshing My Cities
    [12888.437] EspionageOverview: table: 7A2DBB70
    [12888.437] EspionageOverview: TXT_KEY_SPY_STATE_TRAVELLING
    [12888.453] ChooseMayaBonus: This is the modded ChooseMayaBonuws from 'CBP'
    [12888.468] LeagueOverview: This is the modded LeagueOverview from CBP
    [12888.468] ChooseIdeologyPopup: 60
    [12888.468] ChooseIdeologyPopup: 963
    [12888.468] ChooseIdeologyPopup: 1023
    [12888.468] ChooseInternationalTradeRoutePopup: This is the modded ChooseInternationalTradeRoutePopup from 'UI - Trade Route Enhancements'
    [12888.484] ChooseInternationalTradeRoutePopup: This is the modded TradeRouteHelpers from CBP
    [12888.484] CultureOverview: This is the modded CultureOverview from CBP
    [12888.484] CultureOverview: Non-Wonder Great Work buildings
    [12888.484] CultureOverview: 29:BUILDINGCLASS_TEMPLE/BUILDING_TEMPLE: 1x GW / Generic (4,3)
    [12888.484] CultureOverview: 121:BUILDINGCLASS_AMPHITHEATER/BUILDING_AMPHITHEATER: 2x GW+T / Generic (4,1)
    [12888.484] CultureOverview: 38:BUILDINGCLASS_CASTLE/BUILDING_CASTLE: 1x GW / Generic (5,5)
    [12888.484] CultureOverview: 30:BUILDINGCLASS_OPERA_HOUSE/BUILDING_OPERA_HOUSE: 1x GW / Generic (8,5)
    [12888.484] CultureOverview: 31:BUILDINGCLASS_MUSEUM/BUILDING_MUSEUM: 2x GW+T / Generic (10,1)
    [12888.484] CultureOverview: 32:BUILDINGCLASS_BROADCAST_TOWER/BUILDING_BROADCAST_TOWER: 2x GW+T / Generic (12,4)
    [12888.484] CultureOverview: 137:BUILDINGCLASS_CATHEDRAL/BUILDING_CATHEDRAL: 1x GW / Generic (no tech)
    [12888.484] CultureOverview: 138:BUILDINGCLASS_MOSQUE/BUILDING_MOSQUE: 1x GW / Generic (no tech)
    [12888.484] CultureOverview: 139:BUILDINGCLASS_PAGODA/BUILDING_PAGODA: 1x GW / Generic (no tech)
    [12888.484] CultureOverview: 198:BUILDINGCLASS_CHURCH/BUILDING_CHURCH: 1x GW / Generic (no tech)
    [12888.484] CultureOverview: 199:BUILDINGCLASS_MANDIR/BUILDING_MANDIR: 1x GW / Generic (no tech)
    [12888.484] CultureOverview: 200:BUILDINGCLASS_SYNAGOGUE/BUILDING_SYNAGOGUE: 1x GW / Generic (no tech)
    [12888.515] ChooseTradeUnitNewHome: This is the modded ChooseTradeUnitNewHome from 'UI - Trade Route Enhancements'
    [12888.515] TradeRouteOverview: Loading TradeRouteOverview.lua from 'UI - Filters in Trade Route Overview (Vox Populi)' version 1.3
    [12888.531] TradeRouteOverview: This is the modded TradeRouteHelpers from CBP
    [12888.531] TradeRouteOverview: OK loaded TradeRouteOverview.lua from 'UI - Filters in Trade Route Overview (Vox Populi)'
    [12888.593] InGame: This is the modded Bombardment from 'Global - City Bombard Range'
    [12888.593] EventChoicePopupCity: This is the City Event Popup Manager from CBP
    [12888.609] EspionageChoicePopup: This is the City Event Popup Manager from CBP
    [12888.609] EventChoicePopup: This is the Event Popup Manager from CBP
    [12888.625] CorporationsOverview: This is the Corporations Overview from CBP
    [12888.625] GlobalArchaeologistDigSites: This is the 'Global - Archaeologist Dig Sites' mod script.
    [12888.625] GlobalArchaeologistDigSites: TechReveal for Artifacts is 41
    [12888.625] GlobalCityBombardRange: This is the 'Global - City Bombard Range' mod script.
    [12888.640] VassalageOverview: This is the VassalageOverview.lua for C4DF - CP
    [12888.671] PromotionTree: This is the 'UI - Promotion Tree' mod script.
    [12888.671] MapPins: This is the 'UI - Map Pins' mod script.
    [12888.687] UINotifyExitResistance: This is the 'UI - Notify Exit Resistance' mod script.
    [12888.703] DiscussionDialog: This is the modded DiscussionDialog.lua from CBP - C4DF
    [12888.718] DiploTrade: This is the modded TradeLogic from CBP- C4DF
    [12888.828] ResourceIconManager: Natural Wonder 16 added at (26, 23)
    [12888.843] ResourceIconManager: Natural Wonder 21 added at (40, 15)
    [12888.843] ResourceIconManager: Natural Wonder 22 added at (40, 31)
    [12888.843] ResourceIconManager: Natural Wonder 9 added at (51, 38)
    [12888.843] ResourceIconManager: Natural Wonder 7 added at (68, 28)
    [12888.843] AdvisorInfoPopup: Closing Advisor Info
    [12888.843] Demographics: Dequeuing demographics
    [12888.843] Demographics: Dequeuing demographics
    [12888.843] MapPins: Changing PinContainer's parent to ResourceIconManager
    [12893.937] PlotHelpManager: Loading EUI plot help LuaContext: 1F6A3AB0 92.911
    ____ _ _ _ _ _ __ __
    | _ \| | ___ | |_| | | | ___| |_ __ | \/ | __ _ _ __ __ _ __ _ ___ _ __
    | |_) | |/ _ \| __| |_| |/ _ \ | '_ \| |\/| |/ _` | '_ \ / _` |/ _` |/ _ \ '__|
    | __/| | (_) | |_| _ | __/ | |_) | | | | (_| | | | | (_| | (_| | __/ |
    |_| |_|\___/ \__|_| |_|\___|_| .__/|_| |_|\__,_|_| |_|\__,_|\__, |\___|_|
    |_| |___/
    [12893.937] PlotHelpManager: This is the modded ResourceTooltipGenerator from CBP
    [12893.937] PlotHelpManager: found default work rate 100
    [12893.937] PlotHelpManager: Finished loading EUI plot help 92.912
    [12893.937] CityBannerManager: Loading EUI city banners LuaContext: 1F87EF20 92.912
    ____ _ _ ____ __ __
    / ___(_) |_ _ _| __ ) __ _ _ __ _ __ ___ _ __| \/ | __ _ _ __ __ _ __ _ ___ _ __
    | | | | __| | | | _ \ / _` | '_ \| '_ \ / _ \ '__| |\/| |/ _` | '_ \ / _` |/ _` |/ _ \ '__|
    | |___| | |_| |_| | |_) | (_| | | | | | | | __/ | | | | | (_| | | | | (_| | (_| | __/ |
    \____|_|\__|\__, |____/ \__,_|_| |_|_| |_|\___|_| |_| |_|\__,_|_| |_|\__,_|\__, |\___|_|
    |___/ |___/
    [12893.937] CityBannerManager: This is the modded CityStateStatusHelper from EUI - CBP- CSD
    [12893.937] CityBannerManager: Finished loading EUI city banners 92.914
    [12893.937] UnitPanel: Loading EUI unit panel LuaContext: 1F960A60 92.914
    _ _ _ _ ____ _
    | | | |_ __ (_) |_| _ \ __ _ _ __ ___| |
    | | | | '_ \| | __| |_) / _` | '_ \ / _ \ |
    | |_| | | | | | |_| __/ (_| | | | | __/ |
    \___/|_| |_|_|\__|_| \__,_|_| |_|\___|_|
    Modified by Promotion Flags EUI
    [12893.953] UnitPanel: Finished loading EUI unit panel 92.929
    [12893.953] NotificationPanel: Loading EUI notification panel LuaContext: 1F9A22C0 92.929
    _ _ _ _ __ _ _ _ ____ _
    | \ | | ___ | |_(_)/ _(_) ___ __ _| |_(_) ___ _ __ | _ \ __ _ _ __ ___| |
    | \| |/ _ \| __| | |_| |/ __/ _` | __| |/ _ \| '_ \| |_) / _` | '_ \ / _ \ |
    | |\ | (_) | |_| | _| | (_| (_| | |_| | (_) | | | | __/ (_| | | | | __/ |
    |_| \_|\___/ \__|_|_| |_|\___\__,_|\__|_|\___/|_| |_|_| \__,_|_| |_|\___|_|
    [12893.953] NotificationPanel: This is the modded CityStateStatusHelper from EUI - CBP- CSD
    [12893.968] NotificationPanel: Finished loading EUI notification panel 92.938
    [12893.968] CityView: Loading EUI city view LuaContext: 1F6B3AA0 92.938
    ____ _ _ __ ___
    / ___(_) |_ _ \ \ / (_) _____ __
    | | | | __| | | \ \ / /| |/ _ \ \ /\ / /
    | |___| | |_| |_| |\ V / | | __/\ V V /
    \____|_|\__|\__, | \_/ |_|\___| \_/\_/
    |___/
    [12893.968] CityView: OK loaded CityView.lua from 'UI - Improved City View (Vox Populi with EUI)' version 11.0
    [12893.968] CityView: Finished loading EUI city view 92.94
    [12893.968] TechTree: Loading EUI tech tree LuaContext: 1F6B34A0 92.94
    _____ _ _____
    |_ _|__ ___| |_|_ _| __ ___ ___
    | |/ _ \/ __| '_ \| || '__/ _ \/ _ \
    | | __/ (__| | | | || | | __/ __/
    |_|\___|\___|_| |_|_||_| \___|\___|
    [12894.015] TechTree: Finished loading EUI tech tree 92.994
    [12894.015] TopPanel: Loading EUI top panel LuaContext: 1F6A2EB0 92.994
    _____ ____ _
    |_ _|__ _ __ | _ \ __ _ _ __ ___| |
    | |/ _ \| '_ \| |_) / _` | '_ \ / _ \ |
    | | (_) | |_) | __/ (_| | | | | __/ |
    |_|\___/| .__/|_| \__,_|_| |_|\___|_|
    |_|
    [12894.015] TopPanel: Finished loading EUI top panel 92.995
    [12896.390] UnitFlagManager: RefreshUnitPromotionsGlobally processed 557 units in 0.060 seconds
    [12897.468] PlotHelpManager: GameInfo.PolicyBranchTypes[-1] is undefined
    [13014.828] UnitPanel: GameInfo.Features[-1] is undefined
    [13286.937] DiploTrade: Found Vassalage
    [13289.359] DiscussionDialog: Handling LeaderMessage: 12, We are honored by your suggestion, Friend.
    [13315.281] DiscussionDialog: Handling LeaderMessage: 12, A fair agreement does both parties honor. Agreed.
    [13365.406] DiscussionDialog: Handling LeaderMessage: 16, Go ahead.
    [13365.406] DiscussionDialog: Hello
    [13365.406] DiscussionDialog: 0
    [13365.406] DiscussionDialog: 2
    [13402.578] DiscussionDialog: Handling LeaderMessage: 12, Sorry, but the answer is no.
    [13408.484] DeclareWarPopup: Found DP!
    [13408.484] DeclareWarPopup: We have an active deal!
    [13408.484] DeclareWarPopup: We have an active deal!
    [13408.484] DeclareWarPopup: We have an active deal!
    [13408.484] DeclareWarPopup: We have an active deal!
    [13413.046] DiscussionDialog: DiploUIStateTypes.DIPLO_UI_STATE_WAR_DECLARED_BY_HUMAN
    [13413.046] DiscussionDialog: DiploUIStateTypes.DIPLO_UI_STATE_WAR_DECLARED_BY_HUMAN NOT activated in DiscussionDialog
    [13679.656] EconomicGeneralInfo: Total Units - 85
    [13679.656] EconomicGeneralInfo: Maint Free Units - 6
    [13679.656] EconomicGeneralInfo: Paid Units - 79
    [13754.031] UnitFlagManager: RefreshUnitPromotionsGlobally processed 559 units in 0.059 seconds
    [13754.968] TurnProcessing: Hiding TurnProcessing
    [13893.343] InGame: OnInterfaceModeChanged
    [13893.343] InGame: oldInterfaceMode: 1
    [13893.343] InGame: newInterfaceMode: 11
    [13894.687] InGame: OnInterfaceModeChanged
    [13894.687] InGame: oldInterfaceMode: 11
    [13894.687] InGame: newInterfaceMode: 1
    [14218.046] UnitFlagManager: RefreshUnitPromotionsGlobally processed 565 units in 0.060 seconds
    [14218.984] TurnProcessing: Hiding TurnProcessing



    Spoiler xml.log :

    [12826.796] **** Validating Game Database *****
    [12828.640] Performing Localization Checks
    [12828.640] Checking Tag Format...
    [12828.640] Note: Tags must only use [A-Z_] characters, start with 'TXT_KEY_', and be under 128 characters long.
    [12828.656] Validating UnitGameplay2DScripts
    [12828.656] Missing Entry for UNIT_BARBARIAN_HORSEMAN
    [12828.656] **** VALIDATION FAILED *****
    [12828.656] Validation Took 1.853461 seconds
    [12829.000] **** Validating Prefetch Process *****
    [12829.000] **** Validation Success *****
    [12829.000] SetGlobalActionInfo
    [12829.000]
    -- SQLite Memory Statistics --
    Memory Usage:
    [Cur] [Max]
    Malloc: 6226760 75789128
    PageCache: 6 12
    LookAside: 0 0
    Scratch: 0 1
    Static Buffer Overflows:
    [TooLarge] [NoSpace]
    PageCache: 5811792 62884248
    Scratch: 0 0
    Largest Allocations:
    Malloc: 262144
    PageCache: 1172
    Scratch: 6640
    Prepared Statements:
    Current: 6
    ------------------------------
    [12829.031] **** Validating Game Database *****
    [12830.859] Performing Localization Checks
    [12830.859] Checking Tag Format...
    [12830.859] Note: Tags must only use [A-Z_] characters, start with 'TXT_KEY_', and be under 128 characters long.
    [12830.859] Validating UnitGameplay2DScripts
    [12830.875] Missing Entry for UNIT_BARBARIAN_HORSEMAN
    [12830.875] **** VALIDATION FAILED *****
    [12830.875] Validation Took 1.840483 seconds
    [12831.218] **** Validating Prefetch Process *****
    [12831.218] **** Validation Success *****
    [12831.218] SetGlobalActionInfo
    [12831.218]
    -- SQLite Memory Statistics --
    Memory Usage:
    [Cur] [Max]
    Malloc: 6227936 75789128
    PageCache: 6 12
    LookAside: 0 0
    Scratch: 0 1
    Static Buffer Overflows:
    [TooLarge] [NoSpace]
    PageCache: 5812968 62884248
    Scratch: 0 0
    Largest Allocations:
    Malloc: 262144
    PageCache: 1172
    Scratch: 6640
    Prepared Statements:
    Current: 6
    ------------------------------
    [12848.078] **** Validating Game Database *****
    [12851.265] Performing Localization Checks
    [12851.265] Checking Tag Format...
    [12851.265] Note: Tags must only use [A-Z_] characters, start with 'TXT_KEY_', and be under 128 characters long.
    [12851.281] Validating UnitGameplay2DScripts
    [12851.281] **** Validation Success *****
    [12851.281] Validation Took 3.203328 seconds
    [12852.343] **** Validating Prefetch Process *****
    [12852.343] **** Validation Success *****
    [12852.343] SetGlobalActionInfo
    [12852.343]
    -- SQLite Memory Statistics --
    Memory Usage:
    [Cur] [Max]
    Malloc: 9626480 75789128
    PageCache: 8 14
    LookAside: 0 0
    Scratch: 0 1
    Static Buffer Overflows:
    [TooLarge] [NoSpace]
    PageCache: 8828232 62884248
    Scratch: 0 0
    Largest Allocations:
    Malloc: 262144
    PageCache: 1172
    Scratch: 6640
    Prepared Statements:
    Current: 18
    ------------------------------
    [12852.421] **** Validating Game Database *****
    [12855.609] Performing Localization Checks
    [12855.609] Checking Tag Format...
    [12855.609] Note: Tags must only use [A-Z_] characters, start with 'TXT_KEY_', and be under 128 characters long.
    [12855.609] Validating UnitGameplay2DScripts
    [12855.609] **** Validation Success *****
    [12855.609] Validation Took 3.196324 seconds
    [12856.687] **** Validating Prefetch Process *****
    [12856.687] **** Validation Success *****
    [12856.687] SetGlobalActionInfo
    [12856.687]
    -- SQLite Memory Statistics --
    Memory Usage:
    [Cur] [Max]
    Malloc: 9626480 75789128
    PageCache: 8 14
    LookAside: 0 0
    Scratch: 0 1
    Static Buffer Overflows:
    [TooLarge] [NoSpace]
    PageCache: 8828232 62884248
    Scratch: 0 0
    Largest Allocations:
    Malloc: 262144
    PageCache: 1172
    Scratch: 6640
    Prepared Statements:
    Current: 18
    ------------------------------

     

    Attached Files:

    Last edited: May 13, 2021
  13. James Ryle

    James Ryle Chieftain

    Joined:
    Feb 17, 2018
    Messages:
    60
    Gender:
    Male
    Location:
    La Herradura, Spain
    Ahhh I must have missed it. Thanks for clarifying.
     
  14. fahte

    fahte Chieftain

    Joined:
    Nov 17, 2019
    Messages:
    6
    Gender:
    Male
    Hi, first I would like to say I have been enjoying the latest version and thank all developers.

    I already finished one game and am now playing another one. Unless I did something wrong, there seems an incompatibility issue with the Enlightenment Era mod, as the names and info of the buildings do not show right:

    20210512_213422.jpg

    Also in my current game (not in the first one) there is an excessive number of Great Prophets spawning. They almost spawn every few turns. I have converted almost all the continent into my religion and put holy cities one after another but the prophets keep coming!


    20210512_212719.jpg

    Here is the info for my current save. Sorry for taking photos with my phone but for some reason I cannot take screenshots directly.

    20210512_212819.jpg
     
  15. Stalker0

    Stalker0 Baller Magnus

    Joined:
    Dec 31, 2005
    Messages:
    8,236
    Standard Immortal Communitas_79 (Tech Trading On) as America. DV on Turn 390.

    Spoiler :

    upload_2021-5-12_14-31-26.png


    This was a decently fun game. I was trying out the alternate America we have been debating in the leaders forum, and of course more look at spies.

    This game was almost pangea-esque in how it came out. Effectively after the early expansion it was Huns + Mongolia vs Me and Babylon. The lines of friendship and hate were set early, and they lasted throughout the ages.

    Babylon and I had a major trade relationship all game. We made deals and traded goods, really cementing the friendship. We had DoF and DP the entire game, and never so much as threw a nasty glance towards each other, eventually both embracing friendom (I mean freedom!). Meanwhile, the Huns and Mongolia warred on me over and over and over and over and over again...pretty much every 10 turns we were back at it. Indonesia joined their block, and brought their strong navy to the cause. Germany was mostly a neutral party until gobbled by Mongolia, and Polynesia threw me a war every so often just to feel relevant:) The wars were mostly a wash, I killed scores of units but terrain made it exceptionally difficult to push out anywhere, so its was mainly a loss of TRs to babylon that the wars kept messing with.

    Eventually my patience with the Huns was done. Mongolia I could understand, but the Huns had been "civilized" by my religion and should know better! Plus I was even willing to trade with them, the ungrateful brutes. So I released the greatest weapon of war, the atomic bomb! I nuked the capital and two side cities, leaving them to stew in their stupidity. This....calmed them down:)

    Diplomatically it was a back and forth game. I steadily accumulated votes, but CSes were gobbled across the world, and there were only 3 CS in the whole game towards the end. As the first Hegemony vote came around, I was still 7 votes from the total, and though I could buy 3 off of Babylon for a strong but reasonable price, it was not enough. So I assumed I would be settled in for a longer game. But....a twist!!!!!! Babylon actually voted for me on Hegemony! He threw me 8 votes, and I secured hegemony on the first try! I will talk about that more in my votes below.

    My notes:

    • Got to see the new minefield in action, and it worked reasonably well. The AI did seem a little confused by it at first, as I saw fleets get stuck on the border, and seemingly retreated back out and back in. But eventually they settled in my territory for the siege. Ultimately the 5 damage does make a difference, though it takes a bit of time. I will say though that it makes Dauntless even more dominant than it already is (and I already think its best Tier IV promotion on that side of the tree). I personally think mine fields should bypass that....otherwise I can't see myself using any of the other dreadnought Tier IVs. I know there are some vanguard lovers out there, but honestly in long sieges (which on higher difficulty is every siege), dauntless gives way more bang for the buck....and if I am now dealing with these new minefields, you just doubled its effectiveness....heck maybe tripled.
    • Spy Feedback I mainly give in the separate thread where I note a lot of specific things. As far as the feel of the new system: Right when I get spies, a few screws are useful. And the defense killing screw can be very effective. But then that tapers off a cliff, and eventually I just don't care about causing a few pillages or putting in some negative growth. Most of the time, I just want yields, and that part feels too fiddly right now, missions are too short and don't scale enough later on....so it just feels like I am managing a bunch of units for little gain.
    • I had some beef with the Freedom tree recently that I codified in general balance. But to put my money where my mouth is, I have been playing several freedom games to try and really nail down if my concerns are valid. My overall conclusion, there are some weaknesses that could use a look but its not as bad as I had made it out to be, and I'll update my feedback in general balance towards that end.
    • So lets talk the Hegemony vote. Babylon just voted for me out of the blue, which is a part of the new diplomatic updates that allow for that. Was this reasonable or gimmicky? In this game....I will say reasonable, if there was ever a game where a civ voting for me felt right, it was this one. Babylon and I had the perfect relationship, eternal friends, eternal DPs, fought in numerous wars together, had the same ideology, and basically the entire rest of the world was out to get us. I also protected Babylon on several votes from getting sanctioned. While I think another civ voting for you in hegemony (without bribes) should be extremely rare....in this game it did make sense.
    Spoiler :

    upload_2021-5-12_14-55-53.png

    • Tourism: So after several games, the tourism balance is looking alright. Its definitely easier to get a few influential under the belt without much effort, but taking over the top culture players still requires work. There still may need to be tweaks to the late game multipliers (CN, passport, etc), as I still have worry that a player going big tourism can just go to town....but the baseline seems solid enough.
    • I did take Apostolic. Overall I did get a nerf but the faith bonus is not to be underestimated. This effectively lets me spread faster than I could before, so that compensates you a little for the loss of yields. Ultimately the belief feels reasonable from my first run with it.
     
    Revolutionist_8 and glider1 like this.
  16. CyberPhy

    CyberPhy Chieftain

    Joined:
    May 24, 2019
    Messages:
    98
    Gender:
    Male
    Location:
    U.S.A
    Is there a way to disable the new spy's?
     
  17. Recursive

    Recursive Covets Lands That You Currently Own Moderator

    Joined:
    Dec 19, 2017
    Messages:
    2,511
    Gender:
    Male
    No.
     
  18. CyberPhy

    CyberPhy Chieftain

    Joined:
    May 24, 2019
    Messages:
    98
    Gender:
    Male
    Location:
    U.S.A
    Would it be possible to add an option in CommunityOptions.sql in a future update?
     
  19. Abros

    Abros Chieftain

    Joined:
    Dec 15, 2018
    Messages:
    8
    Gender:
    Male
    Recursive, I can submit a savegame for the "AI doesn't accept peace treaty when war score is 0" bug with CP only. Just read on Github that one is needed. Hope it's okay to do it here, I don't have a Github user yet.
     

    Attached Files:

  20. BornDownUnder

    BornDownUnder Chieftain

    Joined:
    Feb 4, 2018
    Messages:
    37
    Gender:
    Male
    Location:
    Australia
    In regards to the next patch, will it be an interim or a new build patch? I am about to start a new game and with current availability of time to play I would likely hold off on starting the new game if it's a new build release instead of an interim patch (Which if not save-game compatible I'd be holding off updating to in any case)
     

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